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Fox

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  1. Gaian Knight started to break the chair down into rocky fragments, and then paused as he realized that probably wasn't going to do him any good at all. Right. This place was designed to hold supervillains - somehow I don't think I'm going to fare any better than they will. Ah, well.... What little of the chair had started to break apart re-assembled itself, though he drolly plucked one piece out of the air and put it in his pocket. "Always a pleasure, miss," he replied, with a grin and an exaggerated bow. "I guess I'll just leave it here - I've apparently been volunteered to get you out of here if things go bad. Not that I wouldn't anyway, y'know, but at least you'll know why if I sling you over - ah. Hm." He paused, looking down at her stomach. "If I pick you up with care and consideration, and make for the nearest exit. And hello there," he offered Jill, with a slightly less exaggerated bow. "Jill, right? Look on the bright side: now you're out here with us, and we can march in there as a group instead of having to find each other in the chaos."
  2. Dragonfly wasn't especially inclined to let the teleporter be off by himself; best case, he grabbed what they came for and took off without his friends, and worst case he grabbed what they came for and took off with his friends. while damaging something on his way out - what I'd do if I had no morals - keep us from following - not today She skimmed along the floor back into the doorway to the lab, a spatial distortion building around her hand the whole way. The moment the portalist was in view she sent the blast his way, space twisting and eddying in its wake.
  3. Ranged Attack Roll vs. Valvportmann (blast; Accurate Attack +2/-2) (1d20 + 10 + 2=32) ....jeeze. Well, okay, then. Let's go ahead with the +5 DC. Toughness save, DC: 25 [base] - 2 [accurate attack] + 5 [crit] = 28.
  4. Gaian Knight chuckled, gesturing at the nearby ground; a rather familiar-looking platform-mounted chair built itself out of stone and earth, decorated with etchings of vines and roots. "Your chariot, miss," he offered, gesturing grandly at the dirt-padded seat; the humor in his voice was a little more strained than it might have been, however, given the circumstances. "I'm sure it'll fall apart if we get too close to the prison building itself, but the other option is to just build a land bridge to the island...and somehow I don't think the warden would appreciate that much."
  5. Improved Initiative 3 is a +12 bonus to your init. Adding in the +2 from your Dex, init ought to be +14, not +13. Base grapple is attack bonus + STR bonus + Super-Str bonus + size modifiers + misc. modifiers. For this character that's 6+0= +6. If you grapple with Move Object it's +20, of course, as Ecal noted. If your base Defense is +4, your Flat-Footed defense is +2. Knockback is full Impervious Toughness + half non-Impervious Toughness + misc. modifiers. For this character that's just half toughness, for a knockback of -4. Your Walking Dream Array should list its rank (in this case, 22): Walking Dream Array 22 (44pp Array; Feats: Alternate Power 3) (dream creations, psionic) [47pp] There's flexibility in the notation, of course - I like lower-case 'pp's and semicolons separating the notes from the feats and extras, others like to do it differently. But it's important to have the information be there in one easily-understood form or another. Descriptors on the array itself are assumed to belong to every power in the array; you don't need to list 'psionic' on every power if it's already listed up on the array itself. Self Image Array, same deal: Self Image Array 4 (8pp Array; Feats: Alternate Power 1) (descriptors?) [9pp] Again, my notation may or may not vary from others' notations. But the information should be there. Minor formatting on this array, as your powers seem to have run aground on your Base Power and Alternate Power labels. DC Block needs to be filled in. Your costs check out, though, and that's always the hardest and most annoying part. Fix derived things like knockback and grapple, format your arrays, finish your DC Block, and as far as I can tell you should be mechanically good to go.
  6. Dragonfly was set to try to chase the fleeing woman down when she heard the curious noise and then the German announcement - which, she was rather pleased to note, her program subtitled for her. not as good as the Swedish translation - still - other languages were an afterthought - good to see it worked She let another blast loose toward the portal-generating man; it went wide, but she was a bit too pleased with her program's proficiency and the appearance of an ally to mind too much. [bg=#555555]"You could surrender,"[/bg] she offered, lifting off the ground for somewhat better maneuvering, inside or not. don't even know if he speaks English [bg=#555555]"Easier to get information from you if you're conscious, anyway. Very important to know exactly what damage you and your team have done."[/bg]
  7. Ranged Attack Roll vs. Valvportmann (blast; Accurate Attack +2/-2) (1d20 + 10 + 2=17) Feh - swing anna miss.
  8. Gaian Knight blinked, resting his hand a little uneasily on his sword as he glanced toward the prison. "It sounds like I missed something...which is probably what I get for never watching the news, I guess, but could somebody give me the short version? So far I've got, 'Beekeeper killed somebody, but not really, maybe, and now he's taken over a prison.'" Really, he observed to himself, frowning at the prison, this is what I get for never turning on my television. Or reading a newspaper, I guess....I suppose I should see about arranging for one or the other. Preferably television, but goodness knows how that'd work at the castle. "A prison that, presumably, isn't very easy to take over."
  9. Tarrant blinked again. "The Bee...as in made-the-giant-bees Beekeeper? Crazy guy? I thought he was in Blackstone. Who the heck let him out? I didn't think he had many fans...." Questions or not he was already moving - a lady and friend had asked him for help and that was clearly enough. Fortunately, his things were on the ground nearby; the breastplate was on with practiced ease, his sword and his coat not far behind. "Ready when you are," he said, pulling his goggles and face cloth out of his coat pockets. The earth wrapped up and around his project, forming a little shelter for it in case it rained while he was gone. "Your 'car' or mine?"
  10. Toughness Save vs. Katkvinna's Attack, DC20 (bruised x2) (1d20 + 8 - 2=16) Failure by 4. Dragonfly picks up bruise #3.
  11. Tarrant blinked, glancing up from his work and chuckling. "Back here!" he called out. The earthshaping hero was...well, shaping earth, but he was doing it the old-fashioned way, having made himself a little stone table on the far side of the 'courtyard' from his front door - and partially hidden by the large tree he'd grown for Stesha's easy access. The table currently held a large lump of clay that was halfway to being a dragon, and the assorted tools that would help it complete the journey. "You...don't look awfully happy, no offense. Did something happen?"
  12. Dragonfly had fairly unkind (if creative) things to say about the combined assault - on the one hand she was pleased that her armor seemed to be holding up, but on the other her system was telling her that it was taking more damage than she was comfortable with. The world itself seemed to wrap in around her even as a similar distortion unfurled near the portal-generating thief and she disappeared, reappearing within reach of the man to snap out an armored hand and snag his arm... ....only for him to twist away at the last moment. Her aim had been good but hurt or not it seemed his reflexes had been better. She had some other, even more colorful things to say about that as she reappeared back where she'd started as if pulled by some space-defying rubber band, but she kept them to herself - even if she wasn't in the same area as the patient, there were just some things you don't say around children.
  13. Dragonfly's not so big on being outnumbered in fights. Move Action: Teleport over to the portalist. Standard Action: Quality time in the pocket! Melee Attack Roll vs. Portalist (Dimensional Pocket) (1d20 + 10=21) Oooor not. Yeah, what the hell - she got a hero point recently. Let's spend that sucker. Rerolling. Melee Attack Roll REROLL vs. Portalist (Dimensional Pocket) (1d20 + 10=30) :twisted: The dice! They do love me! Not much worth stunting for with the pp available in that array, though, so I'll go for the straight +5. EDIT: Bah, crap. Having reviewed Atomic Think Tank at Shaen's suggestion, it seems that crits only boost the initial save. Poo. In that case, using the house crit rules to stunt.... Dimensional Pocket 10 ....just to make it that much harder to get out of. DC20 Reflex to not get pocket'd, and then DC20 Will saves (with a cumulative +1 bonus per failed will save) at the start of Dragonfly's turns to get un-pocket'd. IC post pending on save results; if the attack fails she's going to want to use Turnabout to get away from the portalist again.
  14. DONE BY SHAENTHEBRAIN Dragonfly's edits. Much, much simpler. 5pp to spend, and they all go into the device. The device rank goes up by 1 [4pp], giving it 5pp inside to spend - all of these go to putting Impervious 5 on the Protection, rendering her immune to anything short of an assault rifle. The device itself gets Subtle as a feat - this and Quick-Change (inside the array) reflect her ability to swap the suit for a smaller device in the form of a heavy choker (the sort that rests close to your neck at its base, not the sort that looks like a collar); while so exchanged her access to suit features are limited largely to defense and some minor utility, and a complication has been added to reflect this in the event it ever comes up. The power suit itself, of course, is not subtle while deployed and even the choker loses subtle if it's being actively used (as the individual powers are NOT subtle). Minor edits to fluff reflecting her somewhat lightening personality (ah, the wonders of getting some), a correction (references to her visor when she no longer wears one), and an updated Knockback to reflect her new Toughness. [floatr][img=http://www.freedomplaybypost.com/wiki/images/b/b0/DragonflyHF.png][/floatr] [b][u]Player Name[/u]:[/b] Fox [b][u]Character Name[/u]:[/b] Dragonfly [b][u]Power Level[/u]:[/b] 11 (165/165pp) [b][u]Trade-Offs[/u]:[/b] +2 Defense / -2 Toughness [b][u]Unspent pp[/u]:[/b] 0 [b][u]Progress to Gold[/u]:[/b] 60/90 [b][u]In Brief[/u]:[/b] Bitter young genius out to apply her mind on [i]her[/i] terms, and no one else's. [b][u]Alternate Identity[/u]:[/b] Mara Hallomen [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] France (Dual-Citizenship, French/American) [b][u]Occupation[/u]:[/b] Full-Time Inventor/Superhero [b][u]Affiliations[/u]:[/b] Ironclad, Jill O'Cure, The Lab [b][u]Family[/u]:[/b] Alexander "Hollow Man: Hallomen (Father) [b][u]Age[/u]:[/b] 19 (DoB: December 1991) [b][u]Gender[/u]:[/b] Female [b][u]Ethnicity[/u]:[/b] Caucasian [b][u]Height[/u]:[/b] 5'5" [b][u]Weight[/u]:[/b] "I can build death rays, you know." [b][u]Eyes[/u]:[/b] Dark Blue [b][u]Hair[/u]:[/b] Dirty Blonde [b][u]Description[/u]:[/b] On the short side, slim and modestly proportioned but not exactly muscular, Mara tends to take just enough care of herself to maintain her shape and stay alive, but not much else. She nearly always looks a little strung-out, hair disheveled and eyes tired, like she doesn't sleep well (which she doesn't) or spends long stretches distracted by some project or idea to the neglect of all else (which she does). Her clothing is simple, practical, and subdued in color (shades of gray and black being popular, dark reds, blues, and purples being runners-up). Makeup is practically a foreign concept. Her power suit is built to be sleek and afford her full range of motion, colored in greys and gunmetal blacks with neon blue highlights. The gauntlets are, relative to the rest of the outfit, bulkier and have plating that can shift and rearrange for the task at hand, including deploying a number of small tools; the back of the suit carries a smooth 'backpack'-like piece that extends four short articulated nodes to generate and control her wings in flight. Various parts of the suit, most notably the helmet, can be commanded to pull back or fold away for convenience (though this may, of course, invalidate the suit's life support functions, and there are safeties in place to try to avoid that happening). When not in use the suit is exchanged with a heavy, flexible metal choker that rests at the base of the user's neck; it has no visible clasp and does not look terribly valuable, being made of non-precious metal and what little detail there is being quite obviously glass. [b][u]Power Descriptions[/u]:[/b] When Dragonfly's Datalink is active small lights 'dance' behind her eyes; this effect is not very bright, but is highly piercing (being subtly noticeable even through her helmet's lenses, which are otherwise not see-through from the outside). Failed attempts to penetrate her Mental Immunity are met with psychic "static," resistance, and unintelligible echoes of her multiple running thoughts. Her technology-based spatial effects typically manifest as shifting, churning distortions or fragmented space. Some effects are tinted the same distinct neon blue her suit (especially at the gauntlets) emits at the seams and glasswork when charged. In flight the suit creates four thin wings of that same neon blue-tinted energy which leave a soft trail behind her: they are insubstantial, if tingly, to the touch and designed to look like stylized and blade-like dragonfly wings (though they do not flap, but can and do adjust position for in-flight control). [b][u]History[/u]:[/b] In certain parts of the underworld you don't buy or sell weapons without knowing the name Hallomen. Word is that for the right price he can get you anything: designer drugs like Max or Zoom, the very latest in illegal technology, and even, once in a rare while – if you can afford it – gadgets from caught supervillains that got 'lost' on their way to the incinerators or science labs. From the back alleys to high-class black market auctions, he supplies whole armies if the price is right and by luck, bribes, and exceptional planning he never seems to get caught; those who've dealt with him jokingly call him the “Hollow Man†(through rarely to his face) in honor of how the police raid into his storehouses and labs to find empty – 'hollow' – rooms. What customers only very rarely know is where most of the new and custom items came from. Hallomen is a cold and ruthless man but a man none the less, and around the turn of the 20th century had a short tryst with a villainess and frequent buyer. He was completely uninterested in the child she bore (what use did he have for a wailing, disgusting baby?) until several years later, when he got word that the child was displaying superhuman traits – signs of high intelligence (for a child of that age) and her mother's ability to control computers by thought alone. Now and only now was the girl useful to him and when the mother was killed (something he calmly claims he had nothing to do with, of course) the daughter fell into his care. Little Mara Hallomen was indeed predicted to be brilliant when she grew older but that simply wouldn't be enough (or soon enough) for the Hollow Man – no, anything good can be made better. He invested considerable resources into her 'education', and so it was that young Mara grew up all but alone in a barely-staffed lab, under a constant regimen of 'vitamins' and 'medicine', supplied with a never-ending stream of knowledge and information; her only human contact was a rare visit from her father, a scant few researchers or guards, and the occasional empath or psychic paid to enhance her mind in ways conventional science could not. Even this was cold comfort, however, as anyone who set foot in the building was under strict orders not to talk to Mara unless absolutely necessary so she could concentrate on her real purpose: designing new and improved tools of crime. From death rays to personal teleporters to battlesuits, she made them all. Old-school and cutting-edge, energy to gravity to good old bullets, she designed a veritable panoply and Hallomen made money hand over fist. Kept docile, driven, and borderline insane as an intended side-effect of her constant "health treatments," the only thing her father could never have predicted was the net effect it was taking on her mind: redundant and parallel in some places, warped and enhanced in others, bit by bit her brain was growing resistant to outside influence. The older she got the more treatment she underwent and the more treatment she underwent the more resistant she became; the more resistant she became the more disquieting her life seemed. Finally, near her 18th birthday, she was resting in what passed for her private room when a lone dragonfly wandered its way through the barred window and caught her eye. To anyone else it wouldn't even have been a remarkable specimen of a dragonfly, but to her the darting little bug was the most beautiful thing in the world: free. Then and there she made up her mind to be as free as the dragonfly was: to escape and feel the wind under her metaphorical wings. Less than a month later, the guards came to wake her and found the room empty, the majority of her research and designs completely destroyed, and a very large sum vanished from her father's own personal bank account. She's managed to stay a step ahead of her father and his goons ever since, figuring Freedom City and its relatively high hero count to be the perfect place to hide out…and test some new designs on her own terms. [b][u]Personality & Motivation[/u]:[/b] Mara's more than a little bitter about not having had much of a childhood, and not amazingly socially skilled (which she typically deals with using snark and mistrust). When presented with a puzzle or new idea to build she's energized and almost manic as her brain kicks into gear to solve the task at hand. She's very intelligent and highly rational, but a combination of chronic bad sleep and frequent headaches (both side-effects of her altered brain and assorted substances that are even now still washing out of her system) can make her snide and irate (though continuing social exposure and her ongoing relationship are alleviating many of these problems). Given her life so far, she has a fairly intense dislike of criminals. She's softer at heart than she'd ever admit, having an especially strong drive to aid children, but by and large she's more driven by the victimizers than their victims. It's occurred to her that she could accomplish many of her goals by villainy (at the very least as the sort of villain who hunts other villains as often as they break the law), but believes heroism's just more rational – being strictly on the hero side of things provides more advantages than disadvantages...not to mention helps her sleep a little easier, particularly if she gets her own creations off the streets. [b][u]Powers & Tactics[/u]:[/b] Mara dabbles in many areas of technology but most of her combat tech is based on spatial distortions, something she developed under her father's thumb but didn't work the kinks out of until she'd escaped. Her devices, her gauntlets especially, are built to warp and fold space to provide any number of effects. Her Datalink power she finds useful, but more for utility than combat; her mind's resistance to outside influence is something she tries to keep well-hidden as her ace in the hole against manipulation. When given half a chance she plans her battles quickly and efficiently, well aware that she relies on her devices and that those devices have limits. Against an obviously inferior foe she might be careless, but against anything or anyone challenging she is methodical and deliberate, striking when she'll have the upper hand and analyzing the situation for any advantage. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Enemy:[/b] The Hollow Man. When she left she dealt a huge (if sadly not crippling) blow to her father's business, not to mention the very large sum of money she took with her. He wants her back, preferably in good condition, though the longer he has to pretend that the key to his most popular items hasn't vanished the more and more flexible he gets as long as she's alive and her head's in one piece. [b]Hatred:[/b] People taking advantage of or endangering children, anyone using the creations she thought up, and to a lesser extent organized crime or high-end weapons dealers. [b]HUD:[/b] The power suit device communicates most of its Super-Sense powers through Dragonfly's normal senses, and thus may be lost to the appropriate dazzle or similar sense-impairing attack (eg, all visual senses and Uncanny Dodge are lost when visually dazzled; radio signals cannot be 'heard' if deaf; etc). [b]Legacy:[/b] Against her best efforts, some of her creations are still being made here and there, and there are still quite a number of older designs floating around through the underworld. Anyone savvy enough, or connected enough, can link this (often quite lethal or empowering) technology to her. [b]Relationship:[/b] With [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517#Jill]Jill O'Cure[/url]. [b]Secret:[/b] Identity. [b]Side-Effects:[/b] Powerful depressants and some other compounds (like Zombie Powder) react badly with chemicals and conditioning still in Dragonfly's system; depending on the dosage used she'll range from being slightly neurotic (as her sense of identity fights the old conditioning) up to complete if temporary regression to a happy and disturbing little worker bee that almost mindlessly devours any technical projects put in front of her. [b]Suit Lite:[/b] Dragonfly's suit, while in choker form, is severely limited in what it can do - generally speaking, it's capable only of the Dimensional Pocket, Force Field, Shield, and Teleport powers. The device is, of course, only Subtle when in choker form and not actively being used. [b][u]Abilities[/u]:[/b] 0 + 4 + 0 + 14 + 2 + 2 = 22pp Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 24 (+7) Wisdom: 12 (+1) Charisma: 12 (+1) [b][u]Combat[/u]:[/b] 8 + 8 = 16pp Initiative: +7 Attack: +4, +10 Spatial Control Grapple: +8/+4 Defense: +12/+4 (+4 Base, +8 Shield), +2 Flat-Footed Knockback: -6/-1/-0 [b][u]Saving Throws[/u]:[/b] 5 + 4 + 6 = 15pp Toughness: +8/+5/+3/+0 (+0 Con, +5 Impervious Protection, +3 Force Field) Fortitude: +5 (+0 Con, +5) Reflex: +6 (+2 Dex, +4) Will: +7 (+1 Wis, +6) [b][u]Skills[/u]:[/b] 84r = 21pp Computers 8 (+15)[sup]SM[/sup] Concentration 4 (+5) Craft (Electronic) 10 (+17)[sup]SM[/sup] Craft (Mechanical) 10 (+17)[sup]SM[/sup] Disable Device 8 (+15) Knowledge (Physical Sciences) 10 (+17) Knowledge (Technology) 8 (+15) Languages 4 (English [Native], French, Japanese, Russian, Spanish) Notice 4 (+5)[sup]SM[/sup] Perform (Stringed Instruments) 9 (+10, +12 Masterwork Instruments) Sense Motive 9 (+10) [b][u]Feats[/u]:[/b] 13pp Ambidexterity Eidetic Memory Equipment 4 (20ep) Fearless Inventor Luck Master Plan Online Research Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Notice) Speed of Thought [quote name="Equipment 5pp = 20ep"] Masterwork Double Bass [1ep] Masterwork Violin [1ep] Multitool [1ep] The Lab (HQ, 1pp contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=2&t=4400]The Lab[/url]) [5ep] [u]Warehouse (PL10 HQ)[/u] [12ep] [device][i]An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that....[/i] Size: Medium [1ep] Toughness: +10 [1ep] Features: [10ep] Concealed (+10 DC) Computer Defense System (Attack +11, Blast 11) Fire Prevention System Garage Laboratory Living Space Power System Security System (DC20) Workshop[/device][/quote] [b][u]Powers[/u]:[/b] 2 + 66 + 6 + 4 = 78pp [b]Datalink 2 ([/b]Mental, 100ft[b])[/b] (Mutation) [2pp] [b]Device 16 ([/b]80pp Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Subtle, Restricted [Datalink][b])[/b] (powersuit, technology) [66pp] [i]A high-tech armored suit capable of warping space to various effects. It requires Datalink to be properly piloted. When not in use it exchanges (via spatial technology and Quick Change) with a solid-looking metal choker that rests at the base of the wearer's neck.[/i] [device][b]Aux. Power Array 4 ([/b]8pp Array; [i]Feats:[/i] Dynamic Base Power, Dynamic Alternate Power[b])[/b] [11pp] [list][u]DBP[/u]: [b]Flight 4 ([/b]100mph / 1,000ft per Move Action[b])[/b] (aux. power allocation: flight) [8/8] [u]DAP[/u]: [b]Super-Strength 4 ([/b]+20 STR: 1,600lb heavy load[b])[/b] (aux. power allocation: strength) [8/8][/list] [b]Force Field 3 ([/b][i]Feats:[/i] Selective[b])[/b] (spatial) [4pp] [b]Enhanced Feat 1 ([/b]Improvised Tools[b])[/b] [1pp] [b]Immunity 9 ([/b]Life Support[b])[/b] [9pp] [b]Protection 5 ([/b][i]Extras:[/i] Impervious 5[b])[/b] (armor plating) [10pp] [b]Shield 8 ([/b][i]Feats:[/i] Evasion 2[b])[/b] (spatial) [10pp] [b]Spatial Control 10 ([/b]20pp Array; [i]Feats:[/i] Accurate 3, Alternate Power 3, Precise[b])[/b] (spatial unless otherwise noted) [27pp] [list][u]BP[/u]: [b]Blast 10 ([/b]10 100ft Range Increments / 1,000ft Max Range[b])[/b] [20/20] [u]AP[/u]: [b]Damage 10 ([/b][i]Extras:[/i] Penetrating [DMG 20][b])[/b] (spatial blade) [20/20] [u]AP[/u]: [b]Dimensional Pocket 9 ([/b][i]Feats:[/i] Progression [Cargo] 1 [50 tons], Quick Change[b])[/b] [20/20] [u]AP[/u]: [b]Stun 10[/b] (electricity, taser hand) [20/20][/list] [b]Super-Senses 5 ([/b]All Visual Senses [[i]Extras:[/i] Analytical], Infravision, Radio, Uncanny Dodge [Radio][b])[/b] [5pp] [b]Teleport 1 ([/b]100ft per Move Action, [i]Feats:[/i] Turnabout[b])[/b] (spatial) [3pp][/device] [u]AP[/u]: [b]Device 4 ([/b]20pp Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Restricted [Datalink][b])[/b] ( [b]Immunity 10 ([/b]Mental Effects, [i]Flaws:[/i] Limited [1/2 Effect], [i]Feats:[/i] Innate[b])[/b] [6pp] [b]Quickness 6 ([/b]x100, [i]Flaws:[/i] Limited [Mental Tasks], [i]Feats:[/i] Innate[b])[/b] [4pp] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Dimensional Pocket Touch DC19 Reflex Trapped DC19 Will (+1 per round) Escape Spatial Blade Touch DC25 Toughness (Staged) Damage (Energy) Spatial Blast Ranged DC25 Toughness (Staged) Damage (Energy) Taser Hand Touch DC20 Fortitude (Staged) Dazed/Stunned/Unconscious Abilities (22) + Combat (16) + Saving Throws (15) + Skills (21) + Feats (13) + Powers (78) - Drawbacks (0) = 165/165 Power Points DONE BY SHAENTHEBRAIN
  15. DONE BY SHAENTHEBRAIN GK's edits. It's been a long time. 8pp to spend. I was going to buy him fun things, but noooo, he had to go up in PL.... Base Attack goes up by 1. [2pp] Another rank of Dodge Focus, to bring his defense up by 1. [1pp] Another rank of Protection, to bring his toughness up by 1. [1pp] His big honkin' array goes up by 2 ranks, giving each slot 4pp to spend. [4pp] [*:3l564dun]Create Object goes up by two ranks. [*:3l564dun]The blasts each go up by one rank; the Variable Descriptors have been updated to 'bludgeoning/piercing/slashing', but the feat's rank remains the same. [*:3l564dun]Burrowing goes up a rank, and gains another rank of the Progression [Reverse Area] feat. [*:3l564dun]Move Object goes up by two ranks. It is now almost stupidly powerful. [*:3l564dun]Snare goes up by a single rank, bringing it to caps. And being tired of having points in that slot doing nothing, I add a (unlinked) power: Obscure 2 (Visual; Extras: Independent, Total Fade) [8pp]. If he ever wants to take the obscure down early, I figure I'll just take the action to Counter it with the aforementioned stupidly-powerful Move Object (though I suspect soft caps would apply, even in countering one's own powers?). [*:3l564dun]The Teleport part of the Teleportal power goes up by a rank. He can almost reach the moon! [*:3l564dun]Transform goes up by a rank. As a final change, I realized that I'd missed a feature on the HQ that it should have - Sealed. Added that, and paid for it by ditching the climbing tools (since he can, y'know, fly and burrow and stuff, plus it could very well be covered under either his profession or just his casual spending money). The HQ's flight power goes up a rank, as his new PL gives it the points to do so. Whew. DC block and things like range listings updated to reflect individual power changes, of course, and the usual tweakings of word choice in the fluff section. Full sheet: [floatr][img=http://www.freedomplaybypost.com/wiki/images/c/cb/GaianKnightHF.png][/floatr] [b][u]Player Name[/u]:[/b] Fox [b][u]Character's Name:[/u][/b] Gaian Knight [b][u]Power Level:[/u][/b] 12 (180/180) [b][u]Trade-Offs:[/u][/b] -3 Defense / +3 Toughness [b][u]Unspent PP:[/u][/b] 0 [b][u]Progress to Gold:[/u][/b] 30/90 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3731]Dragonfly[/url]) [b][u]In Brief:[/u][/b] Young professor, given powers over the earth by unknown forces, just out to do some good in the world. [b][u]Alternate Identity:[/u][/b] Tarrant David McLeod [b][u]Identity:[/u][/b] Secret [b][u]Birthplace:[/u][/b] United States, west coast [b][u]Occupation:[/u][/b] Professor of Earth Sciences, Freedom City University [b][u]Affiliations:[/u][/b] none [b][u]Family:[/u][/b] Parents (still on the west coast), Brother (location unknown; little contact) [b][u]Age:[/u][/b] 26 (DoB: October 1984) [b][u]Gender:[/u][/b] male [b][u]Ethnicity:[/u][/b] Caucasian [b][u]Height:[/u][/b] 6' [b][u]Weight:[/u][/b] ~160lbs [b][u]Eyes:[/u][/b] green (now flecked with gold) [b][u]Hair:[/u][/b] brown [b][u]Description:[/u][/b] A tall man seeming to be in his early to mid twenties, Tarrant’s fit but not overly muscular: he looks more like someone who spends a lot of time outdoors than someone who hits the gym five days a week. Short brown hair tops a charming face with amused green, gold-flecked eyes. Left to his own devices he trends towards simple, durable clothing (jeans, t-shirt, unadorned jacket), but dresses up a bit more for teaching (button-up shirt, vest, tie, and slacks). No matter what he’s wearing, his footwear is practical – “death before dress shoesâ€. His heroing gear seems serviceable but a little slapdash: black fingerless gloves, heavy brown boots, dark jeans, dark red cloth over his mouth and nose, and a long brown hooded coat. Only three items are truly notable: first, a dull metal platemail chestpiece under the coat keeping the torso well-protected, apparently designed with an eye towards flexibility; second, a pair of round goggles completely obscuring his eyes; and third, an antique-looking but well-cared-for sword which never leaves his side. [b][u]Power Descriptions:[/u][/b] Gaian Knight leverages the abundant nearby earth for his effects, moving or reshaping it to his own ends, attacking from various angles to surprise his enemies or attack around cover. As a hobbyist sculptor he takes a bit of pride in the appearance of the things he makes, and if he's able he likes to add his own little artistic touches. His magic often causes a noticable earthy-gold glow that becomes more and more apparent as he does bigger and bigger things, starting around his hands, then his eyes, and finally his whole body (and any rock nearby). Though he rarely notices, long-term use of his power leads to small rocks orbiting or following him around in the air. [b][u]History:[/u][/b] Young grad student Tarrant McLeod lived a pretty ordinary life up until a friend of his – an archeology student – called him up to help with a gigantic, mysterious cave they’d unearthed near an old ruined city. Upon entering and touching a distinctly out-of-place pedestal of polished stone he was transported to an unknown, seemingly endless plane of earth where a floating vision of a woman in flowing robes spoke to him in broken sentences and half-formed images, part of some ancient recording or ceremony; she called him the Gaian Knight, charged him with protecting “the swordâ€, and implied the purpose of this place was to empower a defender for the surrounding city when it was at the height of its grandeur. When returned to the cavern he found he’d been linked into the earth: he could feel the stone around him, shape it, move it. He also found a sword and scabbard on the altar where there had been none, and (unconsciously compelled to take it with him) made his way back outside more confused than enlightened. Since then he’s spent quite a bit of time learning to control his power, and taking advantage of his new abilities to complete his schooling in record time. Offered a teaching job at FCU, he finally feels like he’s in a place in life where he can apply what he’s learned...in more ways than one. [b][u]Personality & Motivation:[/u][/b] Strange sense of humor and (sometimes forced) cheer; Tarrant’s a decent guy at heart, level-headed, stubborn, and somewhat 'salt of the earth' – he feels bad when he sees bad things happen, he wants to help when someone’s in need of help. He never paid much attention to superheroes growing up (something he regrets, now), but he has a new start and just wants to help people, even if he’s aware that may be naïve. Enjoys cheap magic tricks and carving/sculpting small art pieces in his spare time. [b][u]Powers & Tactics:[/u][/b] Tarrant is not a practiced fighter (he's pretty awful with that sword, too), and typically subsumes his combat nerves into wry comments and self-depreciating humor. That aside, his ‘fighting style’ is more or less as follows: Priority one: protect people who need protecting. Priority two: stay well away from anyone who looks like they can throw a punch. Priority three: protect yourself from anyone who looks like they can throw anything else...like a bus. Priority four: find a way to take down the enemy with as little possible trouble – trap them, bind them, hit them with a rock. Ambushes are good, and underground is better, where the rock is plentiful and tremorsense/nightvision give him an edge. [b][u]Complications:[/u][/b] [b]Honor:[/b] Chivalry. Respect and honor; he’s not an old-school knight, but even before the magic answering machine he was of the “won’t hurt a lady†sort, and though he’s not usually compelled to fight fair (since your average mook isn’t going to extend him the same courtesy) he can be easily convinced to listen to his opponent’s side of things...and to fight a fair battle against an enemy he knows (or thinks) is honorable. [b]Responsibility:[/b] Professor. He tries to arrange his schedule (and the assigned homework!) as best he can, but he does have students to help and classes to teach. [b]Secret:[/b] Identity. [b]Teleportal:[/b] Gaian Knight's portals require an anchor - he can only create a portal to somewhere he's already set up a special anchor stone, usually in the form of an archway. No anchor, no portal - and destruction of any anchor prevents him from opening a portal to that location until he can get there some other way to fix it. [b][u]Abilities:[/u][/b] 2+0+4+4+6+4 = 20pp Str: 12 (+1) Dex: 10 (+0) Con: 14 (+2) Int: 14 (+2) Wis: 16 (+3) Cha: 14 (+2) [b][u]Combat:[/u][/b] 16+12 = 28pp Initiative: +0 Attack: +8 Base, +12 Earthshaping Grapple: +8 Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: -7 [b][u]Saving Throws:[/u][/b] 8+7+5 = 20pp Toughness: +15 (+2 Con, +13 Protection, +4 Chestpiece (does not stack with protection)) Fortitude: +10 (+2 Con, +8) Reflex: +7 (+0 Dex, +7) Will: +8 (+3 Wis, +5) [b][u]Skills:[/u][/b] 72r = 18pp Climb 4 (+5) Concentration 12 (+15) Craft (Artistic) 8 (+10) Knowledge (Earth Sciences) 13 (+15) Notice 12 (+15) Profession (Professor, Earth Sciences) 5 (+8) Sense Motive 8 (+11) Sleight of Hand 10 (+10) [b][u]Feats:[/u][/b] 11pp Dodge Focus 3 Equipment 5 (25ep) Luck Precise Shot Taunt [quote name="Equipment] Goggles (Flash/Nightvision) [4ep] Customized Platemail Chestpiece ([b]Protection 4[/b]) [4ep] Masterwork Sculpting/Carving Tools [1ep] Flying Islands (PL12 HQ) [16ep] [i]A handful of large land masses floating above the surface of [url=http://www.freedomplaybypost.com/wiki/Sanctuary]Earth-Sanctuary[/url]. The largest, central 'island' has a very nice castle, of all things.[/i] [device]Size/Colossal [5ep] Toughness: +10 [1ep] Features: [9ep] Holding Cells (Toughness +15) Infirmary Isolated Library Living Space Pool Power: [b]Flight 8 ([/b][i]Extras:[/i] Duration [Continuous][b])[/b] [24pp] Power System Sealed Workshop[/device][/quote] [b][u]Powers:[/u][/b] 1+6+49+2+3+13+7+2 = 83pp [b]Burrowing 1 ([/b]1mph / 10ft per Move Action[b])[/b] [1pp] (earth, magic) [b]Device 1 ([/b]"The Sword", 5pp, [i]Feats:[/i] Indestructible, Restricted 2 [Current Knight], [i]Flaws:[/i] Easy-to-Lose 2[b])[/b] [6pp] [i]An old and ornate-looking masterwork sword.[/i] [device][b]Strike 4 ([/b][i]Feats:[/i] Mighty[b])[/b] [5pp][/device] [b]Earthshaping 20 ([/b]40pp Array, [i]Feats:[/i] Accurate 2, Alternate Power 7[b])[/b] [49pp] (earth, magic) [list] [u]BP[/u]: [b]Create Object 18 ([/b]18 25-foot cubes, 10 180ft Range Increments / 1,800ft Max Range, Lifting STR 90 [Heavy Load: 1,600 tons], Toughness +18; [i]Extras:[/i] Duration 1 [Continuous], [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Precise, Stationary, Progression 2 [25-foot cube per rank][b])[/b] [40/40pp] [u]AP[/u]: [b]Blast 12 ([/b]10 120ft Range Increments / 1,200ft Max Range; [i]Extras:[/i] Autofire, [i]Feats:[/i] Indirect 2, Variable Descriptor [bludgeoning/piercing/slashing][b])[/b] [39/40pp] [u]AP[/u]: [b]Blast 11 ([/b]1,100ft Max Range; [i]Extras:[/i] Area [General, Shapeable], [i]Feats:[/i] Indirect 2, Progression [Area] 2 [55 5ft cubes], Variable Descriptor [bludgeoning/piercing/slashing][b])[/b] [38/40pp] [u]AP[/u]: [b]Burrowing 9 ([/b]500mph / 5000ft per Move Action; [i]Extras:[/i] Area, Penetrating, [i]Feats:[/i] Progression [Reverse Area] 9 [Personal to 45ft radius], Subtle[b])[/b] [37/40pp] [u]AP[/u]: [b]Move Object 20 ([/b]Lifting STR 100 [12.5K tons]; [i]Extras:[/i] Range [Perception], [i]Flaws:[/i] Limited [Earth][b])[/b] [40/40pp] [u]AP[/u]: [b]Obscure 2 ([/b]Visual, 200ft Max Range, 15ft radius; [i]Extras:[/i] Independent, Total Fade [8 rounds][b])[/b], [b]Snare 12 ([/b]10 120ft Range Increments / 1,200ft Max Range; [i]Feats:[/i] Indirect 2, Obscure Senses 5 [All], Reversible[b])[/b] [8+32= 40/40pp] [u]AP[/u]: [b]Super-Movement 3 ([/b]Dimensional Movement 3 [any], [i]Extras:[/i] Linked [Teleport, +0], Portal [+2], [i]Flaws:[/i] Action 2 [Standard to Open Portal][b])[/b] + [b]Teleport 10 ([/b]200,000 miles; [i]Extras:[/i] Accurate, Linked [Dimensional Movement, +0], Portal [+2], [i]Flaws:[/i] Action 2 [Standard to Open Portal], [i]Feats:[/i] Change Velocity, Progression 2 [25'x25' portal][b])[/b] [6+33= 39/40pp] [u]AP[/u]: [b]Transform 9 ([/b]Earth into Earth, 500lbs, 10 90ft Range Increments / 900ft Max Range; [i]Extras:[/i] Duration [Continuous], [i]Feats:[/i] Precise[b])[/b] [37/40pp][/list] [b]Flight 2 ([/b]25mph / 250ft per Move Action; [i]Flaws:[/i] Platform[b])[/b] [2pp] (earth, magic) [b]Immunity 3 ([/b]Aging, High-Pressure Environments, Suffocation [Underground][b])[/b] [3pp] [b]Protection 13[/b] [13pp] (earth, magic) [b]Super-Senses 7 ([/b]Detect Earth [Mental], Accurate 2, Acute, Analytical, Radius, Ranged[b])[/b] [7pp] [b]Super-Senses 2 ([/b]Tremorsense [Tactile], Ranged[b])[/b] [2pp] [b][u]DC Block:[/u][/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Sword Touch DC20 Toughness (Staged) Damage (Physical) Blast Ranged DC27* Toughness (Staged) Damage (Physical) Blast Ranged/Area DC21 Reflex 1/2 Effect DC26 Toughness (Staged) Damage (Physical) Create Object Ranged DC22 Reflex Trapped Create Object (Dropped Object) Ranged/Area DC22 Reflex No Damage DC27 Toughness (Staged) Damage (Physical) Shape Earth Ranged DC19 Fortitude Transform Snare Ranged DC22 Reflex (Staged) Entangled/Bound Obscure (All Senses) *Up to DC31 with Autofire. Costs: Abilities (20) + Combat (28) + Saves (20) + Skills (18) + Feats (11) + Powers (83) - Drawbacks (0) = 180pp DONE BY SHAENTHEBRAIN
  16. Ouch. Toughness Save vs. Cat Burglar, DC20 Toughness Save vs. Portalist, DC29 (1d20 + 8=19, 1d20 + 8=28) Dragonfly picks up two bruises. Not bad for little miss defense-shifted. Somewhere, GK wonders why part of his rock collection is missing.
  17. not very subtle for thieves - metahuman 'smash and grab'? - disadvantages of a state-of-the-art hospital - makes them easy to follow at least Dragonfly followed the trail of broken surveillance and unconscious bodies clear to the lab, not really giving the hurt guards a second thought - none of them looked terribly hurt, and they weren't in any danger anymore anyway. The same couldn't really be said for the two would-be thieves, though; Dragonfly was on them just in time to catch the end of their conversation, and the idea that they were risking lives to pick up some samples.... Swedish wasn't one of her better-known languages and her program only translated in one direction, so she made her opinion known the old-fashioned way: by sending a twisting shockwave in space at the one who'd shown super-human powers.
  18. How unamused is Dragonfly? So unamused. All the unamused. Move Action to catch up with the pair. Standard to attack. Ranged Attack Roll vs. Portalist (Spatial Blast) (1d20 + 10=24) Not awesome, but should be just enough to hit him; more than enough if he's flat-footed. DC25 Toughness Save. Ought to at least get their attention!
  19. Woop, corrected a capitalization typo in the thread title. Initiative Roll (Speed of Thought) (1d20 + 7=22)
  20. Dragonfly eyed the surveillance feed with increasing concern and an ire to match. By the time cameras started going down she was audibly muttering to herself across several languages, making dark and colorful observations about how villains always, always had the worst timing imaginable. She glanced up at Miss Americana's suggestion, but nodded. [bg=#555555]"Good idea. Will try to keep them as far away as possible. And...good luck."[/bg] She made her way out of the room, shut the door behind her, and immediately brought both her defenses and her wings online. Before her force field had even finished coming into being as a twisted line around her profile she was in the air and zipping down the hospital corridors toward the criminals' last known position. who robs a hospital? - breaking in for something generic - specific? - going to regret it - will make sure of that
  21. Wraith Power Level: 12/15 (210/250PP) Trade-Offs: -3 Defense / +3 Toughness Unspent PP: 40 In Brief: A kind, polite teenage girl who's actually a terrible alien made of fluid metal. Alternate Identities: Indira Singh Identity: Secret Birthplace: Kinigos Occupation: Student (Criminal Justice) Affiliations: Claremont Academy, Freedom City University, >Ghost Girl Family: Mother & Father Age: 19 (in your human years) Apparent Age: 19 Gender: Female (apparent) Ethnicity: Kinigosi (true), Indian (apparent) Height: 5'10" Weight: 350 lbs. Eyes: Solid Black (alien), Dark Brown (human) Hair: None (Alien), very Dark Brown (human) Description: In her human guise, Indira Singh is a charming young lady with a pleasant face, dark eyes, and long dark brown hair; an athletic build and oddly fluid grace belie her true weight and the true nature that causes it. Indira favors slim, light clothing - more often than not she's making it herself with her shapeshifting, and heavy or complex layers are simply harder to create and maintain. As she truly is, Indira is a largish and usually humanoid being made of seamless silvery metal, polished-looking and warm to the touch. She has three eyes (the third of which is in the center of her 'forehead', vertically oriented), all of which are pure black; she has no mouth and (for that matter) no other visible orifices. Everything else is likely to change with mood and the needs of the moment, though the longer she's on Earth and in human form the more feminine the 'body' of her alien form tends to be at default. Rather absurdly, she often gives her alien form a small raised area around the eyes, like a (three-eyed) domino mask...because heroes wear masks, of course. Power Descriptions: See "Powers & Tactics" below. History: Crime has always spread to wherever there was room to hold it, and as the name would imply there's a lot of room in space. So much room, in fact, that crime can be had on a scale unheard of on any single planet - but the problem with large, sprawling criminal empires is that sometimes you need front businesses, bean counters, legitimate employees, paper trails...and sometimes someone you've 'encouraged' to work for you gets ahold of some terribly sensitive information, something they can take to the authorities to help hurt or bring down a sizeable piece of your empire. Unfortunately for them, this is probably enough to do some very painful damage but not enough to cripple or end your organization, so they're almost certain to have to be relocated somewhere where they won't be found by angry humanoids with squinty eyes and middle names like "Big Jim" or "the Claw". This was something of a problem for the Lor, once the case was finished and the testimony given. They had three members of a relatively rare race that needed to be hidden somewhere, away from the seeking eyes of a sprawling and angry criminal group suspected to have connections anywhere and everywhere worth having connections. Fortunately, there was a little planet that wasn't so developed that a few aliens couldn't remain fairly anonymous, but developed enough to be comfortable; a place with a good variety of distinct cultures and peoples, where the odd was almost common in places and where the Lor just so happened to have a few contacts in good standing. And so it was that Indira and her family came to Earth: first to India, where they established an identity for themselves, and then to Freedom City, where even the odd alien sighting would hopefully be lost in the unsettlingly high concentration of metahumans and mythological beings come to life. As an added bonus, Indira could be sent to a school where she wouldn't stand out quite so much.... Personality & Motivation: A kind but fierce soul, Indira fights crime mostly because she feels that she must. Not only is it an excellent excuse to let loose and - literally - be herself for a while, but in a world of fragile fleshy beings she's...well, not exactly the Centurion, but more equipped to deal with high crime than many. She can't sit idly by with that kind of strength while bad things happen around her. She's very curious about how humans live - human culture and interaction, local animals, and whatever else captures her fancy. By and large she tends to be a bit formal and straight-laced as a consequence of her upbringing, but that doesn't mean she's one to turn down an opportunity to cut loose if she can get away with it and it sounds like fun.... Powers & Tactics: Wraith is capable of shifting and reshaping her own body mass in response to what she needs to do and/or be for the task at hand: if she needs to run quickly she becomes sleek and quadrupedal, if she needs to fight her way through a sea of minions she sprouts long whip-like limbs tipped with hammers or scythe-like blades, and so on. She can similarly change her solidity, anywhere from a viscous but fluid metal to more solid than any Earthly steel. This ability isn't without limitations, however: bits of herself that are completely separated from her main mass are lost forever if not quickly recovered (and the separation is very painful), and her ability to change her color is extremely limited. A normal member of her race can only shift between metallic shades, and generally only in shades of silver or grey; a combination of Kinigosi and Lor technology has introduced a mutation that lets her kind assume a single humanoid form and to - with practice - change details of that form in the way of clothes and hairstyle and the like. The basic template, however, is relatively fixed and most shapeshifting will create obvious breaks in the facade (eg, she could elongate a limb, but it would be a normal human upper arm connected to a normal human lower arm by a long silver tentacle). Her people are born with castes, not genders (though the social importance of one's caste has decreased dramatically since less civilized times); Wraith would be considered a prime specimen of the warrior caste, highly fit with excellent shapeshifting control and good fighting instincts. That said, she has relatively little fighting training or experience, and relies heavily on those instincts to get her through combat. She tries diplomacy if it seems likely to work but otherwise hits hard, fast, and has a bad habit of depending on her considerable durability over complex tactics. Complications: Alien: Alien. Not only does she often look and move like a sci-fi horror movie monster, but even her human guise is essentially skin-deep: if you cut her she bleeds silver, she weighs too much for her size, her inhumanity is immediately apparent to many super-senses, etc. Secret: Identity. Space-Fish Out of Space-Water: She's been on the planet for a little while already but is still an alien; humans are weird and their culture is weirder (but the TV's pretty neat), and she has to deal with being foreign both as an alien and as a recently-immigrated Indian. Witness Protection: This is why she and her family are on Earth to begin with; while most up in space aren't likely to be watching broadcasts from that little blue planet full of under-developed monkeys, there are people out there looking for her parents, and would find her terribly useful as leverage - this puts certain risks on whatever she does, and means there's probably an overworked Lor witsec officer somewhere who'd rather she kept a low profile. Your Car Was Delicious: While she can't starve she does require mass (in the form of metals) to replace any mass that is lost or too damaged to heal. Abilities: 14 + 6 + 14 + 6 + 4 + 4 = 48pp Strength: 24 (+7) Dexterity: 16 (+3) Constitution: 24 (+7) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 10 = 22pp Initiative: +7 Attack: +6 Base, +12 Melee Grapple: +17 Defense: +9 (+5 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -7/-3 Saving Throws: 4 + 7 + 6 = 17pp Toughness: +15/+7 (+7 Con, +8 Protection) Fortitude: +11 (+7 Con, +4) Reflex: +10 (+3 Dex, +7) Will: +8 (+2 Wis, +6) Skills: 120R = 30pp Acrobatics 12 (+15) Bluff 6 (+8, +12 Attractive) Concentration 4 (+6) Diplomacy 6 (+8, +12 Attractive) Disguise 0 (+2, +4 Shapeshift, +42 Morph [Human Form]) Gather Information 13 (+15) Intimidation 8 (+10) Skill Mastery Investigate 12 (+15) Knowledge (Civics) 7 (+10) Knowledge (Current Events) 2 (+5) Knowledge (Galactic Lore) 7 (+10, +15 Kinigosi) Knowledge (Pop Culture) 2 (+5) Language 3 (English, Galstandard, Hindi, Kinigosi [Native]) Notice 14 (+16) Skill Mastery Search 13 (+18) Skill Mastery Sense Motive 5 (+7) Stealth 15 (+18) Skill Mastery Survival 9 (+11) Feats: 27pp Acrobatic Bluff Ambidexterity Attack Focus (Melee) 6 Attractive Benefit (Native: Kinigosi) Dodge Focus 4 Environmental Adaptation (Zero Gravity) Fast Task (Acrobatic Bluff) Improved Grapple Improved Initiative Improved Pin Interpose Luck Move-By Action Set-Up Skill Mastery (Investigate, Notice, Search, Stealth) Takedown Attack 2 Ultimate Save (Toughness) Powers: 37 + 8 + 16 = 61pp Alien Biology 7.2 (36pp Container [Passive, Permanent]; Feats: Innate) [37pp] Immunity 23 (Critical Hits, Falling Damage, Magnetic Effects, Life Support [Disease, Poison, Environmental Cold/Heat/Pressure/Radiation/Vacuum, Suffocation], Sleep, Starvation/Thirst) [23pp] Insubstantial 1 (Extras: Special [Free Action / Sustained Duration to become Solid], Flaws: Permanent, Feats: Selective, Subtle) [7pp] (Liquid Metal) Super-Senses 6 (Acute Smell, Darkvision, Infravision, Ultrasonic Hearing, Ultravision) [6pp] Protection 8 [8pp] Shapeshift 2 (10pp, +10 Disguise) [16pp] Sample Configurations: Spoiler "Give Us A Hug" Additional Limbs 3 (+5 Limbs; Flaws: Duration [sustained]) [3pp] Elongation 3 (25ft) [3pp] Super-Strength 2 (+10 STR) [4pp] [3 + 3 + 4 = 10/10pp] Human Form Morph 8 (One Form, +40 Disguise, Feats: Quick Change 2) [8pp] Hunter Leaping 2 (x5 [Running Long Jump: 75ft]) [2pp] Speed 1 (10mph / 100ft per Move Action) [1pp] Super-Movement 3 (Slithering, Wall-Crawling 2) [6pp] Super-Senses 1 (Tracking Scent [1/2 Speed]) [1pp] [2 + 1 + 6 + 1 = 10/10pp] "Om Nom Nom" Drain Toughness 6 (Extras: Affects Objects, Linked [Damage, Healing], Flaws: Limited [Objects], Limited [Metal]) [3pp] + Damage 6 (Extras: Linked [Drain, Healing], Flaws: Limited [Objects], Limited [Metal]) [2pp] + Healing 4 (Recovery +9, Extras: Action [standard], Linked [Drain, Damage], Flaws: Personal, Source [Metal], Feats: Regrowth) [5pp] [3 + 2 + 5 = 10pp] Whip-Blades/Clubs Elongation 2 (10ft) [2pp] Speed 1 (10mph / 100 feet per Move Action) [1pp] Strike 5 (Feats: Improved Critical [19-20], Mighty) [7pp] [2 + 1 + 7 = 10/10pp] Drawbacks: -0pp None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC22 Toughness (Staged) Damage (Physical) Strike Setting Touch (~15ft w/ Elongation) DC27 Toughness (Staged) Damage (Physical) Abilities (48) + Combat (22) + Saving Throws (17) + Skills (35) + Feats (27) + Powers (61) - Drawbacks (0) = 210/250 Power Points
  22. Dragonfly managed a surprised noise as she was pulled off her feet. Not that she objected to the position, of course, but remembering who all was gathered didn't make her very inclined to put on a show. Still, she took advantage of the moment to steal a light but lingering kiss from her girlfriend before untangling herself and sliding over to the unoccupied part of the towel. "Don't know what you'd do without me," she replied with mock self-importance, fighting a little blush. "Don't think I intend to find out."
  23. [bg=#555555]"Have nothing here,"[/bg] Dragonfly confirmed - a little softly, as if in consideration for the sleeping child. She'd positioned herself a bit out of the way, but had obviously kept some of the machinery within easy reach in case something went wrong, and between a screen or two near her rapidly cycling through data and the ghosts of little flickering lights visible through the lenses of her helmet she was apparently keeping a very close eye on the computers.
  24. Dragonfly Acorns, Axes and Apparel (4) Fun in the Sun (5) Game On! (26) Interceptors - They're Finally Getting Married! (3) One Out of All Things (14) Second Opinion (2) Vignette: Children 4+5+26+3+14+2= 54 posts, plus the vignette Gaian Knight The Great Escape (23) Running Ink (10) Vignette: Relics 23+10= 33 posts, plus the vignette Wraith The HellQ 0 posts, plus the HellQ
  25. Fox

    Fox's Things

    Wraith's final version! Posted here so that I can easily check formatting, obsess over details, and get feedback before submission in case I've missed anything big. Whee! She's sorta one part movie alien monster, one part dignified warrior race, one part straightman. I like it. And it averts some classic alien tropes - she didn't crash-land, she has no psychic powers, and while her race has faster-than-light travel that doesn't mean she's any better at science than the average human. She's 16, for goodness' sakes! Still not sure I'm completely satisfied with the race name - 'kinigos' is Greek for hunter; on AA's suggestion, I figure maybe Daedalus swung by their planet and gave them a name he thought was appropriate. Dunno. There're also nymphs in Greek mythology called Lampades, which are underworld nymphs that carry torches to guide or trick; that's a kinda neat thing, and might seem appropriate since they tend to live in tunnel networks, but I'm not quite sure if I like the feel of the word itself. Lahm-PAHD-ehs. Hmm. Player Name: Fox Character Name: Wraith Power Level: 10 (150/150PP) Trade-Offs: +2 Toughness / -2 Defense Unspent PP: 0 Progress to Gold: 0/90 (Silver status earned with Dragonfly) In Brief: A nice, kind teenage girl who's actually an alien made of fluid metal. Alternate Identities: Indira Singh Identity: secret Birthplace: Kinigos Occupation: student Affiliations: Claremont Family: mother, father Age: 16 (in your human years) Apparent Age: 16 Gender: female (apparent) Ethnicity: Kinigosi; Indian (apparent) Height: 5'10" Weight: 190lbs Eyes: solid black (alien), dark brown (human) Hair: none (alien), very dark brown (human) Description: In her human guise, Indira Singh is a charming young lady with a pleasant face, dark eyes, and long dark brown hair; an athletic build and oddly fluid grace belie her true weight and the true nature that causes it. Indira favors slim, light clothing - more often than not she's making it herself with her shapeshifting, and it's simply easier to create and maintain. As she truly is, Indira is a largish and usually humanoid being made of seamless silvery metal, polished-looking and warm to the touch. She has three eyes (the third of which is in the center of her 'forehead', vertically oriented), all of which are pure black; she has no mouth and (for that matter) no other visible orifices. Everything else is likely to change with mood and the needs of the moment, though the longer she's on Earth and in human form the more feminine the 'body' of her alien form tends to be at default. Rather absurdly, she often gives her alien form a small raised area around the eyes, like a (three-eyed) domino mask...because heroes wear masks, of course. Power Descriptions: See 'Powers & Tactics'. History: Crime has always spread to wherever there was room to hold it, and as the name would imply there's a lot of room in space. So much room, in fact, that crime can be had on a scale unheard of on any single planet - but the problem with large, sprawling criminal empires is that sometimes you need front businesses, bean counters, legitimate employees, paper trails...and sometimes someone you've 'encouraged' to work for you gets ahold of some terribly sensitive information, something they can give the authorities to help hurt or bring down a sizeable piece of your empire. Unfortunately for them, this is probably enough to do some very painful damage but not enough to cripple or end your organization, so they're almost certain to have to be relocated somewhere where they won't be found by angry humanoids with squinty eyes and middle names like "Big Jim" or "the Claw". This was something of a problem for the Lor, once the case was finished and the testimony given. They had three members of a relatively rare race that needed to be hidden somewhere, away from the seeking eyes of a sprawling and angry criminal group suspected to have connections everywhere from the Khanate to the Lor Republic government itself. Fortunately, there just so happened to be a little planet that wasn't so developed that a few aliens couldn't remain fairly anonymous, but developed enough to be comfortable; a place with a good variety of distinct cultures and peoples, where the odd was almost common in places and where the Lor just happened to have a few contacts in good standing. And so it was that Indira and her family came to Earth: first to India, where they established an identity for themselves, and then to Freedom City, where even the odd alien sighting would hopefully be lost in the unsettlingly high concentration of metahumans and mythological beings come to life. As an added bonus, Indira could be sent to a school where she wouldn't stand out quite so much.... Personality & Motivation: A kind but fierce soul, Indira fights crime mostly because she feels that she must. Not only is it an excellent excuse to let loose and - literally - be herself for a while, but in a world of fragile fleshy beings she's...well, not exactly the Centurion, but more equipped to deal with high crime than many. She can't sit idly by with that kind of strength while bad things happen around her. She's very curious about how humans live - human culture and interaction, local animals, and whatever else captures her fancy. By and large she tends to be a bit formal and straight-laced as a consequence of her upbringing, but that doesn't mean she's one to turn down an opportunity to cut loose if she can get away with it and it sounds like fun.... Powers & Tactics: Wraith is capable of shifting and reshaping her own body mass in response to what she needs to do and/or be for the task at hand: if she needs to run quickly she becomes sleek and almost quadrupedal, if she needs to fight her way through a sea of minions she sprouts long whip-like limbs tipped with hammers or scythe-like blades, and so on. She can similarly change her solidity, anywhere from a viscous but highly fluid metal to more solid than any Earthly steel. This ability isn't without limitations, however: bits of herself that are completely separated from her main mass are lost forever if not quickly recovered (and the separation is very painful), and her ability to change her color is extremely limited. A normal member of her race can only shift between metallic shades, and generally only in shades of silver or grey; a combination of Kinigosi and Lor technology has introduced a mutation that lets her kind assume a single humanoid form and to - with practice - change details of that form in the way of clothes and hairstyle and the like, but the basic template is relatively fixed and most shapeshifting will create obvious breaks in the facade (eg, she could elongate a limb, but it would be a normal human upper arm connected to a normal human lower arm by a long metallic tentacle). Her people are born with castes, not genders (though the social importance of one's caste has decreased dramatically since less civilized times); Wraith would be considered a prime specimen of the warrior caste, highly fit with excellent shapeshifting control and good fighting instincts. That said, she has relatively little fighting training or experience, and relies heavily on those instincts to get her through combat. She tries diplomacy if it seems likely to work but otherwise hits hard, fast, and has a bad habit of relying on her considerable durability over tactics. Complications: Alien: Alien. Not only does she often look and move like a sci-fi horror movie monster, but even her human guise is essentially skin-deep: if you cut her she bleeds silver, she weighs too much for her size, her inhumanity is immediately apparent to many super-senses, etc. Your Car Was Delicious: While she can't starve she does require mass (in the form of metals) to replace any mass that is lost or too damaged to heal. Secret: Identity. Space-Fish Out of Space-Water: She's been on the planet a little while but is still an alien; humans are weird and their culture is weirder (but the TV's pretty neat), and she has to deal with being foreign both as an alien and as a recently-immigrated Indian. Witness Protection: This is why she and her family are on Earth to begin with; while most up in space aren't likely to be watching broadcasts from that little blue planet full of under-developed monkeys, there are people out there looking for her parents, and would find her terribly useful as leverage - this puts certain risks on whatever she does, and means there's probably an overworked Lor witsec officer somewhere who'd rather she kept a low profile. Abilities: 10+6+10+6+2+4= 38pp Strength: 20 (+5) Dexterity: 16 (+3) Constitution: 20 (+5) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 8+8= 16pp Initiative: +3 Attack: +4 (+10 melee) Grapple: +15 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -6 Saving Throws: 4+5+5= 14pp Toughness: +12 (+5 Con, +7 Protection) Fortitude: +9 (+5 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +6 (+1 Wis, +5) Skills: 32r = 8pp Bluff 4 (+6, +10 w/ Attractive) Concentration 4 (+5) Diplomacy 4 (+6, +10 w/ Attractive) Knowledge (Current Events) 2 (+5) Knowledge (Pop Culture) 2 (+5) Language 3 (Kinigosi (native), English, Galstandard, Hindi) Notice 4 (+5) Search 2 (+5) Stealth 7 (+10) Feats: 15pp Ambidexterity Attack Focus (Melee) 6 Attractive Dodge Focus 4 Luck Takedown Attack Ultimate Toughness Powers: 36+7+16 = 59pp Alien Biology 7 (35pp Passive Container; Feats: Innate) [36pp] (alien) Immunity 23 (Starvation/Thirst, Sleep, Critical Hits, Falling damage, all Magnetism effects, Life Support [Disease, Poison, Environmental Conditions, Suffocation]) [23pp] Insubstantial 1 (Extras: Can Become Solid, Flaws: Permanent, Feats: Selective, Subtle) ('liquid metal') [7pp] Super-Senses 5 (Visual [Counters Obscure 2 (Darkness), Infravision], Audio [ultra-Hearing], Normal Olfactory [Acute 1]) [5pp] Protection 7 [7pp] Shapeshift 2 (10pp) (alien, shapeshifting) [16pp] Sample configurations: Strike 5 (Feats: Improved Critical, Mighty), Elongation 2 (+10ft), Speed 1 (10mph / 100 feet per Move Action) [7+2+1= 10/10] 'whip-blades/clubs' Additional Limbs 3 (+5 limbs; Flaws: Duration 0 [sustained]), Elongation 3 (+25ft), Super-Strength 2 (+10 STR) [3+3+4= 10/10] 'give us a hug' Morph 8 (single form, +40 Disguise; Feats: Quick-Change 2) (mutation) [10/10] 'human guise' Super-Movement 3 (Slithering, Wall-Crawling 2), Speed 1 (10mph / 100ft per Move Action), Super-Senses 1 (Normal Olfactory [Tracking]), Leaping 2 (x5, ~75ft running jump) [6+1+1+2= 10/10] 'hunter' Drain Toughness 5 (Extras: Affects Objects, Linked [Damage, Healing], Flaws: Affects Only Objects, Limited [metals]) + Damage 5 (Extras: Affects Objects, Linked [Drain, Healing], Flaws: Affects Only Objects, Limited [metals]) + Healing 2 (Extras: Action 1 [standard], Linked [Drain, Damage], Flaws: Personal, Feats: Regrowth) [2.5+2.5+5= 10/10] 'ohm nom nom' DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Strike Setting Touch (~15ft w/ Elongation) DC25 Toughness (Staged) Damage (Physical) Abilities (38) + Combat (16) + Saving Throws (14) + Skills (8) + Feats (15) + Powers (59) - Drawbacks (0) = 150 Power Points
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